X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapgen.cpp;h=77bd8a8b0a19d989a258d8ea643c4e4ab573ef12;hb=4c876ac62eb6aab0a6b2ee215e02b8d181cdf1cb;hp=0018b9919355a065cef2ca5270a96bbc3d075eee;hpb=5415256a529eca1317b835ceea54a6ee6633cb97;p=oweals%2Fminetest.git diff --git a/src/mapgen.cpp b/src/mapgen.cpp index 0018b9919..77bd8a8b0 100644 --- a/src/mapgen.cpp +++ b/src/mapgen.cpp @@ -19,13 +19,16 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapgen.h" #include "voxel.h" -#include "content_mapnode.h" #include "noise.h" #include "mapblock.h" #include "map.h" -#include "mineral.h" //#include "serverobject.h" #include "content_sao.h" +#include "nodedef.h" +#include "content_mapnode.h" // For content_mapnode_get_new_name +#include "voxelalgorithms.h" +#include "profiler.h" +#include "main.h" // For g_profiler namespace mapgen { @@ -34,8 +37,10 @@ namespace mapgen Some helper functions for the map generator */ -#if 0 -static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) +#if 1 +// Returns Y one under area minimum if not found +static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; @@ -45,7 +50,7 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d)) + if(ndef->get(n).walkable) break; vmanip.m_area.add_y(em, i, -1); @@ -53,22 +58,26 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d) if(y >= y_nodes_min) return y; else - return y_nodes_min; + return y_nodes_min - 1; } -static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) +// Returns Y one under area minimum if not found +static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) { v3s16 em = vmanip.m_area.getExtent(); s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; s16 y_nodes_min = vmanip.m_area.MinEdge.Y; u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); s16 y; + content_t c_tree = LEGN(ndef, "CONTENT_TREE"); + content_t c_leaves = LEGN(ndef, "CONTENT_LEAVES"); for(y=y_nodes_max; y>=y_nodes_min; y--) { MapNode &n = vmanip.m_data[i]; - if(content_walkable(n.d) - && n.getContent() != CONTENT_TREE - && n.getContent() != CONTENT_LEAVES) + if(ndef->get(n).walkable + && n.getContent() != c_tree + && n.getContent() != c_leaves) break; vmanip.m_area.add_y(em, i, -1); @@ -76,15 +85,41 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d) if(y >= y_nodes_min) return y; else - return y_nodes_min; + return y_nodes_min - 1; } -#endif -static void make_tree(VoxelManipulator &vmanip, v3s16 p0) +// Returns Y one under area minimum if not found +static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) { - MapNode treenode(CONTENT_TREE); - MapNode leavesnode(CONTENT_LEAVES); + v3s16 em = vmanip.m_area.getExtent(); + s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; + s16 y_nodes_min = vmanip.m_area.MinEdge.Y; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + s16 y; + content_t c_stone = LEGN(ndef, "CONTENT_STONE"); + for(y=y_nodes_max; y>=y_nodes_min; y--) + { + MapNode &n = vmanip.m_data[i]; + if(n.getContent() == c_stone) + break; + + vmanip.m_area.add_y(em, i, -1); + } + if(y >= y_nodes_min) + return y; + else + return y_nodes_min - 1; +} +#endif +void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, + bool is_apple_tree, INodeDefManager *ndef) +{ + MapNode treenode(LEGN(ndef, "CONTENT_TREE")); + MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES")); + MapNode applenode(LEGN(ndef, "CONTENT_APPLE")); + s16 trunk_h = myrand_range(4, 5); v3s16 p1 = p0; for(s16 ii=0; ii stone_d(stone_a.getVolume()); - for(s32 i=0; i 0.0) - { - u32 vi = stone_a.index(v3s16(x,y,z)); - stone_d[vi] = 1; - } - } - - /*// Add stone randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), - myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), - myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; - } - }*/ - - // Blit stone to vmanip - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - p += p0; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].getContent() != CONTENT_AIR - && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) - continue; - u32 i = stone_a.index(x,y,z); - if(stone_d[i] == 1) - vmanip.m_data[vi] = stonenode; - } -} -#endif - -#if 0 -static void make_largestone(VoxelManipulator &vmanip, v3s16 p0) -{ - MapNode stonenode(CONTENT_STONE); - - s16 size = myrand_range(8, 16); - - VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2)); - Buffer stone_d(stone_a.getVolume()); - for(s32 i=0; i 1.0) - { - u32 vi = stone_a.index(v3s16(x,y,z)); - stone_d[vi] = 1; - } - } - - /*// Add stone randomly - for(u32 iii=0; iii<7; iii++) - { - s16 d = 1; - - v3s16 p( - myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d), - myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d), - myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d) - ); - - for(s16 z=0; z<=d; z++) - for(s16 y=0; y<=d; y++) - for(s16 x=0; x<=d; x++) - { - stone_d[stone_a.index(p+v3s16(x,y,z))] = 1; - } - }*/ - - // Blit stone to vmanip - for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++) - for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++) - for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - p += p0; - if(vmanip.m_area.contains(p) == false) - continue; - u32 vi = vmanip.m_area.index(p); - /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR - && vmanip.m_data[vi].getContent() != CONTENT_IGNORE) - continue;*/ - u32 i = stone_a.index(x,y,z); - if(stone_d[i] == 1) - vmanip.m_data[vi] = stonenode; - } -} -#endif - /* Dungeon making routines */ @@ -440,7 +319,8 @@ static void make_largestone(VoxelManipulator &vmanip, v3s16 p0) #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\ VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE) -static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace) +static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace, + INodeDefManager *ndef) { // Make +-X walls for(s16 z=0; z>32)+654879876, 6, 0.6); + 0.5+(float)p.X/250., 0.5+(float)p.Y/250., + seed+82341, 5, 0.6); /*// A bit hillier one double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - (seed>>27)+90340, 6, 0.69); + seed+93413, 6, 0.69); if(base2 > base) base = base2;*/ #if 1 // Higher ground level - double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+85039, 5, 0.69); + double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin( + 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + seed+85039, 5, 0.6); //higher = 30; // For debugging // Limit higher to at least base @@ -1344,25 +1211,33 @@ double base_rock_level_2d(u64 seed, v2s16 p) higher = base; // Steepness factor of cliffs - double b = 1.0 + 1.0 * noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 7, 0.7); + double b = 0.85 + 0.5 * noise2d_perlin( + 0.5+(float)p.X/125., 0.5+(float)p.Y/125., + seed-932, 5, 0.7); b = rangelim(b, 0.0, 1000.0); - b = pow(b, 5); - b *= 7; - b = rangelim(b, 3.0, 1000.0); + b = pow(b, 7); + b *= 5; + b = rangelim(b, 0.5, 1000.0); + // Values 1.5...100 give quite horrible looking slopes + if(b > 1.5 && b < 100.0){ + if(b < 10.0) + b = 1.5; + else + b = 100.0; + } //dstream<<"b="< -0.15); } -/* - Adds random objects to block, depending on the content of the block -*/ -void add_random_objects(MapBlock *block) -{ - for(s16 z0=0; z0getNodeNoEx(p); - if(n.getContent() == CONTENT_IGNORE) - continue; - if(content_features(n).liquid_type != LIQUID_NONE) - continue; - if(content_features(n).walkable) - { - last_node_walkable = true; - continue; - } - if(last_node_walkable) - { - // If block contains light information - if(content_features(n).param_type == CPT_LIGHT) - { - if(n.getLight(LIGHTBANK_DAY) <= 3) - { - if(myrand() % 300 == 0) - { - v3f pos_f = intToFloat(p+block->getPosRelative(), BS); - pos_f.Y -= BS*0.4; - ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f); - std::string data = obj->getStaticData(); - StaticObject s_obj(obj->getType(), - obj->getBasePosition(), data); - // Add some - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - block->m_static_objects.insert(0, s_obj); - delete obj; - } - if(myrand() % 1000 == 0) - { - v3f pos_f = intToFloat(p+block->getPosRelative(), BS); - pos_f.Y -= BS*0.4; - ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f); - std::string data = obj->getStaticData(); - StaticObject s_obj(obj->getType(), - obj->getBasePosition(), data); - // Add one - block->m_static_objects.insert(0, s_obj); - delete obj; - } - } - } - } - last_node_walkable = false; - } - } - block->setChangedFlag(); -} +#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1 void make_block(BlockMakeData *data) { @@ -1468,322 +1282,841 @@ void make_block(BlockMakeData *data) return; } - v3s16 blockpos = data->blockpos; + assert(data->vmanip); + assert(data->nodedef); + assert(data->blockpos_requested.X >= data->blockpos_min.X && + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); + assert(data->blockpos_requested.X <= data->blockpos_max.X && + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); + + INodeDefManager *ndef = data->nodedef; + + // Hack: use minimum block coordinates for old code that assumes + // a single block + v3s16 blockpos = data->blockpos_requested; /*dstream<<"makeBlock(): ("<blockpos_min; + v3s16 blockpos_max = data->blockpos_max; + v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1); + v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1); + ManualMapVoxelManipulator &vmanip = *(data->vmanip); - v3s16 blockpos_min = blockpos - v3s16(1,1,1); - v3s16 blockpos_max = blockpos + v3s16(1,1,1); - // Area of center block - v3s16 node_min = blockpos*MAP_BLOCKSIZE; - v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); + // Area of central chunk + v3s16 node_min = blockpos_min*MAP_BLOCKSIZE; + v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1); // Full allocated area - v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE; - v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - // Area of a block - double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE; + v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE; + v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1); - v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2); + v3s16 central_area_size = node_max - node_min + v3s16(1,1,1); - /* - Get average ground level from noise - */ - - s16 approx_groundlevel = (s16)get_sector_average_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z)); - //dstream<<"approx_groundlevel="<seed, v2s16(blockpos.X, blockpos.Z)); - // Minimum amount of ground above the top of the central block - s16 minimum_ground_depth = minimum_groundlevel - node_max.Y; - - s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level( - data->seed, v2s16(blockpos.X, blockpos.Z), 1); - // Maximum amount of ground above the bottom of the central block - s16 maximum_ground_depth = maximum_groundlevel - node_min.Y; + // Generated surface area + //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume; - #if 0 - /* - Special case for high air or water: Just fill with air and water. - */ - if(maximum_ground_depth < -20) - { - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); - { - // Use fast index incrementing - v3s16 em = vmanip.m_area.getExtent(); - u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); - for(s16 y=node_min.Y; y<=node_max.Y; y++) - { - // Only modify places that have no content - if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) - { - if(y <= WATER_LEVEL) - vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); - else - vmanip.m_data[i] = MapNode(CONTENT_AIR); - } - - data->vmanip->m_area.add_y(em, i, 1); - } - } - } - - // We're done - return; - } - #endif + // Horribly wrong heuristic, but better than nothing + bool block_is_underground = (WATER_LEVEL > node_max.Y); /* - If block is deep underground, this is set to true and ground - density noise is not generated, for speed optimization. + Create a block-specific seed */ - bool all_is_ground_except_caves = (minimum_ground_depth > 40); + /*u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234 + + full_node_min.Y*42123 + full_node_min.X*23;*/ /* - Create a block-specific seed + Cache some ground type values for speed */ - u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234 - + full_node_min.Y*42123 + full_node_min.X*23; - + +// Creates variables c_name=id and n_name=node +#define CONTENT_VARIABLE(ndef, name)\ + content_t c_##name = ndef->getId(#name);\ + MapNode n_##name(c_##name); + + CONTENT_VARIABLE(ndef, stone); + CONTENT_VARIABLE(ndef, air); + CONTENT_VARIABLE(ndef, water_source); + CONTENT_VARIABLE(ndef, dirt); + CONTENT_VARIABLE(ndef, sand); + CONTENT_VARIABLE(ndef, gravel); + CONTENT_VARIABLE(ndef, clay); + CONTENT_VARIABLE(ndef, lava_source); + CONTENT_VARIABLE(ndef, cobble); + CONTENT_VARIABLE(ndef, mossycobble); + CONTENT_VARIABLE(ndef, dirt_with_grass); + CONTENT_VARIABLE(ndef, junglegrass); + CONTENT_VARIABLE(ndef, stone_with_coal); + CONTENT_VARIABLE(ndef, stone_with_iron); + CONTENT_VARIABLE(ndef, mese); + + // Maximum height of the stone surface and obstacles. + // This is used to guide the cave generation + s16 stone_surface_max_y = 0; + /* - Make some 3D noise + Generate general ground level to full area */ + { +#if 1 + TimeTaker timer1("Generating ground level"); - //NoiseBuffer noisebuf1; - //NoiseBuffer noisebuf2; - NoiseBuffer noisebuf_cave; - NoiseBuffer noisebuf_ground; - NoiseBuffer noisebuf_ground_crumbleness; - NoiseBuffer noisebuf_ground_wetness; + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) { - v3f minpos_f(node_min.X, node_min.Y, node_min.Z); - v3f maxpos_f(node_max.X, node_max.Y, node_max.Z); - - //TimeTaker timer("noisebuf.create"); - + // Node position + v2s16 p2d = v2s16(x,z); + /* - Cave noise + Skip of already generated */ -#if 1 - noisebuf_cave.create(get_cave_noise1_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - 2, 2, 2); - noisebuf_cave.multiply(get_cave_noise2_params(data->seed)); -#endif + /*{ + v3s16 p(p2d.X, node_min.Y, p2d.Y); + if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR) + continue; + }*/ - /* - Ground noise - */ - - // Sample length - v3f sl = v3f(4.0, 4.0, 4.0); + // Ground height at this point + float surface_y_f = 0.0; + + // Use perlin noise for ground height + surface_y_f = base_rock_level_2d(data->seed, p2d); - /* - Density noise - */ - if(all_is_ground_except_caves == false) - //noisebuf_ground.create(data->seed+983240, 6, 0.60, false, - noisebuf_ground.create(get_ground_noise1_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y, maxpos_f.Z, - sl.X, sl.Y, sl.Z); + /*// Experimental stuff + { + float a = highlands_level_2d(data->seed, p2d); + if(a > surface_y_f) + surface_y_f = a; + }*/ + + // Convert to integer + s16 surface_y = (s16)surface_y_f; + // Log it + if(surface_y > stone_surface_max_y) + stone_surface_max_y = surface_y; + /* - Ground property noise + Fill ground with stone */ - sl = v3f(2.5, 2.5, 2.5); - noisebuf_ground_crumbleness.create( - get_ground_crumbleness_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - noisebuf_ground_wetness.create( - get_ground_wetness_params(data->seed), - minpos_f.X, minpos_f.Y, minpos_f.Z, - maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z, - sl.X, sl.Y, sl.Z); - } - - /* - Make base ground level - */ - - for(s16 x=node_min.X; x<=node_max.X; x++) - for(s16 z=node_min.Z; z<=node_max.Z; z++) - { - // Node position - v2s16 p2d(x,z); { // Use fast index incrementing v3s16 em = vmanip.m_area.getExtent(); u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y)); for(s16 y=node_min.Y; y<=node_max.Y; y++) { - // Only modify places that have no content - if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) - { - // First priority: make air and water. - // This avoids caves inside water. - if(all_is_ground_except_caves == false - && val_is_ground(noisebuf_ground.get(x,y,z), - v3s16(x,y,z), data->seed) == false) - { - if(y <= WATER_LEVEL) - vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE); - else - vmanip.m_data[i] = MapNode(CONTENT_AIR); - } - else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) - vmanip.m_data[i] = MapNode(CONTENT_AIR); - else - vmanip.m_data[i] = MapNode(CONTENT_STONE); + if(y <= surface_y){ + if(vmanip.m_data[i].getContent() == CONTENT_IGNORE) + vmanip.m_data[i] = MapNode(c_stone); + } else if(y <= WATER_LEVEL){ + vmanip.m_data[i] = MapNode(c_water_source); + } else { + vmanip.m_data[i] = MapNode(c_air); } - - data->vmanip->m_area.add_y(em, i, 1); + + vmanip.m_area.add_y(em, i, 1); } } } +#endif + + }//timer1 + + // Limit dirt flow area by 1 because mud is flown into neighbors. + assert(central_area_size.X == central_area_size.Z); + s16 mudflow_minpos = 0-max_spread_amount+1; + s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2; /* - Add minerals + Loop this part, it will make stuff look older and newer nicely */ + const u32 age_loops = 2; + for(u32 i_age=0; i_age caves_count); + + if(bruise_surface) + { + min_tunnel_diameter = 5; + max_tunnel_diameter = myrand_range(10, myrand_range(30,50)); + /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6); + max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/ + + /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42, + data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/ + + tunnel_routepoints = 5; + } + else + { + } + + // Allowed route area size in nodes + v3s16 ar = central_area_size; + + // Area starting point in nodes + v3s16 of = node_min; + + // Allow a bit more + //(this should be more than the maximum radius of the tunnel) + //s16 insure = 5; // Didn't work with max_d = 20 + s16 insure = 10; + s16 more = max_spread_amount - max_tunnel_diameter/2 - insure; + ar += v3s16(1,0,1) * more * 2; + of -= v3s16(1,0,1) * more; + + s16 route_y_min = 0; + // Allow half a diameter + 7 over stone surface + s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7; + + /*// If caves, don't go through surface too often + if(bruise_surface == false) + route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/ + + // Limit maximum to area + route_y_max = rangelim(route_y_max, 0, ar.Y-1); + + if(bruise_surface) + { + /*// Minimum is at y=0 + route_y_min = -of.Y - 0;*/ + // Minimum is at y=max_tunnel_diameter/4 + //route_y_min = -of.Y + max_tunnel_diameter/4; + //s16 min = -of.Y + max_tunnel_diameter/4; + s16 min = -of.Y + 0; + route_y_min = myrand_range(min, min + max_tunnel_diameter); + route_y_min = rangelim(route_y_min, 0, route_y_max); + } + + /*dstream<<"route_y_min = "<seed, p2d) / 2.0; + + if(mud_add_amount <= 0){ + mud_add_amount = 1 - mud_add_amount; + addnode = MapNode(c_gravel); } + + // Find ground level + s16 surface_y = find_stone_level(vmanip, p2d, ndef); + // Handle area not found + if(surface_y == vmanip.m_area.MinEdge.Y - 1) + continue; + /* - Add others + If topmost node is grass, change it to mud. + It might be if it was flown to there from a neighboring + chunk and then converted. */ { - u16 a = mineralrandom.range(0,15); - a = a*a*a; - u16 amount = 20 * a/1000; - for(s16 i=0; igetContent() == c_dirt_with_grass) + *n = MapNode(c_dirt); + } + + /* + Add mud on ground + */ + { + s16 mudcount = 0; + v3s16 em = vmanip.m_area.getExtent(); + s16 y_start = surface_y+1; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y)); + for(s16 y=y_start; y<=node_max.Y; y++) { - s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); - s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); - s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); + if(mudcount >= mud_add_amount) + break; + + MapNode &n = vmanip.m_data[i]; + n = addnode; + mudcount++; - u8 base_content = CONTENT_STONE; - MapNode new_content(CONTENT_IGNORE); - u32 sparseness = 6; + vmanip.m_area.add_y(em, i, 1); + } + } - if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1) - { - new_content = MapNode(CONTENT_STONE, MINERAL_COAL); - } + } + + }//timer1 +#endif + +#if 1 + { + // 340ms @cs=8 + TimeTaker timer1("flow mud"); + + /* + Flow mud away from steep edges + */ + + // Iterate a few times + for(s16 k=0; k<3; k++) + { + + for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++) + for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++) + { + // Invert coordinates every 2nd iteration + if(k%2 == 0) + { + x = mudflow_maxpos - (x-mudflow_minpos); + z = mudflow_maxpos - (z-mudflow_minpos); + } + + // Node position in 2d + v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z); + + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); + s16 y=node_max.Y; + + for(;; y--) + { + MapNode *n = NULL; + // Find mud + for(; y>=node_min.Y; y--) + { + n = &vmanip.m_data[i]; + //if(content_walkable(n->d)) + // break; + if(n->getContent() == c_dirt || + n->getContent() == c_dirt_with_grass) + break; + + vmanip.m_area.add_y(em, i, -1); + } + + // Stop if out of area + //if(vmanip.m_area.contains(i) == false) + if(y < node_min.Y) + break; + + /*// If not mud, do nothing to it + MapNode *n = &vmanip.m_data[i]; + if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + continue;*/ + + /* + Don't flow it if the stuff under it is not mud + */ + { + u32 i2 = i; + vmanip.m_area.add_y(em, i2, -1); + // Cancel if out of area + if(vmanip.m_area.contains(i2) == false) + continue; + MapNode *n2 = &vmanip.m_data[i2]; + if(n2->getContent() != c_dirt && + n2->getContent() != c_dirt_with_grass) + continue; + } + + // Make it exactly mud + n->setContent(c_dirt); + + /*s16 recurse_count = 0; + mudflow_recurse:*/ + + v3s16 dirs4[4] = { + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; + + // Theck that upper is air or doesn't exist. + // Cancel dropping if upper keeps it in place + u32 i3 = i; + vmanip.m_area.add_y(em, i3, 1); + if(vmanip.m_area.contains(i3) == true + && ndef->get(vmanip.m_data[i3]).walkable) + { + continue; + } + + // Drop mud on side + + for(u32 di=0; di<4; di++) + { + v3s16 dirp = dirs4[di]; + u32 i2 = i; + // Move to side + vmanip.m_area.add_p(em, i2, dirp); + // Fail if out of area + if(vmanip.m_area.contains(i2) == false) + continue; + // Check that side is air + MapNode *n2 = &vmanip.m_data[i2]; + if(ndef->get(*n2).walkable) + continue; + // Check that under side is air + vmanip.m_area.add_y(em, i2, -1); + if(vmanip.m_area.contains(i2) == false) + continue; + n2 = &vmanip.m_data[i2]; + if(ndef->get(*n2).walkable) + continue; + /*// Check that under that is air (need a drop of 2) + vmanip.m_area.add_y(em, i2, -1); + if(vmanip.m_area.contains(i2) == false) + continue; + n2 = &vmanip.m_data[i2]; + if(content_walkable(n2->d)) + continue;*/ + // Loop further down until not air + bool dropped_to_unknown = false; + do{ + vmanip.m_area.add_y(em, i2, -1); + n2 = &vmanip.m_data[i2]; + // if out of known area + if(vmanip.m_area.contains(i2) == false + || n2->getContent() == CONTENT_IGNORE){ + dropped_to_unknown = true; + break; + } + }while(ndef->get(*n2).walkable == false); + // Loop one up so that we're in air + vmanip.m_area.add_y(em, i2, 1); + n2 = &vmanip.m_data[i2]; + + bool old_is_water = (n->getContent() == c_water_source); + // Move mud to new place + if(!dropped_to_unknown) + *n2 = *n; + // Set old place to be air (or water) + if(old_is_water) + *n = MapNode(c_water_source); else + *n = MapNode(CONTENT_AIR); + + // Done + break; + } + } + } + + } + + }//timer1 +#endif + + } // Aging loop + /*********************** + END OF AGING LOOP + ************************/ + + /* + Add top and bottom side of water to transforming_liquid queue + */ + + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + bool water_found = false; + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); + for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) + { + if(water_found == false) { - if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0) - new_content = MapNode(CONTENT_STONE, MINERAL_IRON); - /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) - vmanip.m_data[i] = MapNode(CONTENT_MUD); - else - vmanip.m_data[i] = MapNode(CONTENT_SAND);*/ + if(vmanip.m_data[i].getContent() == c_water_source) + { + v3s16 p = v3s16(p2d.X, y, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = true; + } } - /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) - { - }*/ - - if(new_content.getContent() != CONTENT_IGNORE) + else { - for(u16 i=0; i<27; i++) + // This can be done because water_found can only + // turn to true and end up here after going through + // a single block. + if(vmanip.m_data[i+1].getContent() != c_water_source) { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].getContent() == base_content) - { - if(mineralrandom.next()%sparseness == 0) - vmanip.m_data[vi] = new_content; - } + v3s16 p = v3s16(p2d.X, y+1, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = false; } } + + vmanip.m_area.add_y(em, i, -1); } } + } + + /* + Grow grass + */ + + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position in 2d + v2s16 p2d = v2s16(x,z); + /* - Add coal + Find the lowest surface to which enough light ends up + to make grass grow. + + Basically just wait until not air and not leaves. */ - //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) - //for(s16 i=0; i<50; i++) - u16 coal_amount = 30; - u16 coal_rareness = 60 / coal_amount; - if(coal_rareness == 0) - coal_rareness = 1; - if(mineralrandom.next()%coal_rareness == 0) + s16 surface_y = 0; { - u16 a = mineralrandom.next() % 16; - u16 amount = coal_amount * a*a*a / 1000; - for(s16 i=0; i=full_node_min.Y; y--) { - s16 x = mineralrandom.range(node_min.X+1, node_max.X-1); - s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1); - s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1); - for(u16 i=0; i<27; i++) + MapNode &n = vmanip.m_data[i]; + if(ndef->get(n).param_type != CPT_LIGHT + || ndef->get(n).liquid_type != LIQUID_NONE) + break; + vmanip.m_area.add_y(em, i, -1); + } + if(y >= full_node_min.Y) + surface_y = y; + else + surface_y = full_node_min.Y; + } + + u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() == c_dirt) + n->setContent(c_dirt_with_grass); + } + + /* + Generate some trees + */ + assert(central_area_size.X == central_area_size.Z); + { + // Divide area into parts + s16 div = 8; + s16 sidelen = central_area_size.X / div; + double area = sidelen * sidelen; + for(s16 x0=0; x0seed, p2d_center); + // Put trees in random places on part of division + for(u32 i=0; i node_max.Y - 6) + continue; + v3s16 p(x,y,z); + /* + Trees grow only on mud and grass + */ { - v3s16 p = v3s16(x,y,z) + g_27dirs[i]; - u32 vi = vmanip.m_area.index(p); - if(vmanip.m_data[vi].getContent() == CONTENT_STONE) - if(mineralrandom.next()%8 == 0) - vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL); + u32 i = vmanip.m_area.index(v3s16(p)); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() != c_dirt + && n->getContent() != c_dirt_with_grass) + continue; } + p.Y++; + // Make a tree + make_tree(vmanip, p, false, ndef); } } - /* - Add iron - */ - u16 iron_amount = 8; - u16 iron_rareness = 60 / iron_amount; - if(iron_rareness == 0) - iron_rareness = 1; - if(mineralrandom.next()%iron_rareness == 0) + } + +#if 0 + /* + Make base ground level + */ + + for(s16 x=node_min.X; x<=node_max.X; x++) + for(s16 z=node_min.Z; z<=node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); { - u16 a = mineralrandom.next() % 16; - u16 amount = iron_amount * a*a*a / 1000; - for(s16 i=0; iseed) == false) + { + if(y <= WATER_LEVEL) + vmanip.m_data[i] = n_water_source; + else + vmanip.m_data[i] = n_air; + } + else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD) + vmanip.m_data[i] = n_air; + else + vmanip.m_data[i] = n_stone; } + + vmanip->m_area.add_y(em, i, 1); } } } @@ -1803,24 +2136,24 @@ void make_block(BlockMakeData *data) u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); for(s16 y=node_max.Y; y>=node_min.Y; y--) { - if(vmanip.m_data[i].getContent() == CONTENT_STONE) + if(vmanip.m_data[i].getContent() == c_stone) { if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3) { if(noisebuf_ground_wetness.get(x,y,z) > 0.0) - vmanip.m_data[i] = MapNode(CONTENT_MUD); + vmanip.m_data[i] = n_dirt; else - vmanip.m_data[i] = MapNode(CONTENT_SAND); + vmanip.m_data[i] = n_sand; } else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7) { if(noisebuf_ground_wetness.get(x,y,z) < -0.6) - vmanip.m_data[i] = MapNode(CONTENT_GRAVEL); + vmanip.m_data[i] = n_gravel; } else if(noisebuf_ground_crumbleness.get(x,y,z) < -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5)) { - vmanip.m_data[i] = MapNode(CONTENT_LAVASOURCE); + vmanip.m_data[i] = n_lava_source; for(s16 x1=-1; x1<=1; x1++) for(s16 y1=-1; y1<=1; y1++) for(s16 z1=-1; z1<=1; z1++) @@ -1829,7 +2162,7 @@ void make_block(BlockMakeData *data) } } - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1849,7 +2182,7 @@ void make_block(BlockMakeData *data) && node_min.Y < approx_groundlevel) { // Dungeon generator doesn't modify places which have this set - data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE + vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); // Set all air and water to be untouchable to make dungeons open @@ -1867,9 +2200,9 @@ void make_block(BlockMakeData *data) { if(vmanip.m_data[i].getContent() == CONTENT_AIR) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - else if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE) + else if(vmanip.m_data[i].getContent() == c_water_source) vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1877,7 +2210,7 @@ void make_block(BlockMakeData *data) PseudoRandom random(blockseed+2); // Add it - make_dungeon1(vmanip, random); + make_dungeon1(vmanip, random, ndef); // Convert some cobble to mossy cobble for(s16 x=full_node_min.X; x<=full_node_max.X; x++) @@ -1898,19 +2231,19 @@ void make_block(BlockMakeData *data) double d = noise3d_perlin((float)x/2.5, (float)y/2.5,(float)z/2.5, blockseed, 2, 1.4); - if(vmanip.m_data[i].getContent() == CONTENT_COBBLE) + if(vmanip.m_data[i].getContent() == c_cobble) { if(d < wetness/3.0) { - vmanip.m_data[i].setContent(CONTENT_MOSSYCOBBLE); + vmanip.m_data[i].setContent(c_mossycobble); } } /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE) { if(wetness > 1.2) - vmanip.m_data[i].setContent(CONTENT_MUD); + vmanip.m_data[i].setContent(c_dirt); }*/ - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -1923,7 +2256,7 @@ void make_block(BlockMakeData *data) PseudoRandom ncrandom(blockseed+9324342); if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3) { - make_nc(vmanip, ncrandom); + make_nc(vmanip, ncrandom, ndef); } } @@ -1945,7 +2278,7 @@ void make_block(BlockMakeData *data) { if(water_found == false) { - if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE) + if(vmanip.m_data[i].getContent() == c_water_source) { v3s16 p = v3s16(p2d.X, y, p2d.Y); data->transforming_liquid.push_back(p); @@ -1957,7 +2290,7 @@ void make_block(BlockMakeData *data) // This can be done because water_found can only // turn to true and end up here after going through // a single block. - if(vmanip.m_data[i+1].getContent() != CONTENT_WATERSOURCE) + if(vmanip.m_data[i+1].getContent() != c_water_source) { v3s16 p = v3s16(p2d.X, y+1, p2d.Y); data->transforming_liquid.push_back(p); @@ -1965,7 +2298,7 @@ void make_block(BlockMakeData *data) } } - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -2000,16 +2333,16 @@ void make_block(BlockMakeData *data) u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y)); for(s16 y=start_y; y>=node_min.Y-3; y--) { - if(vmanip.m_data[i].getContent() == CONTENT_WATERSOURCE) + if(vmanip.m_data[i].getContent() == c_water_source) water_detected = true; if(vmanip.m_data[i].getContent() == CONTENT_AIR) air_detected = true; - if((vmanip.m_data[i].getContent() == CONTENT_STONE - || vmanip.m_data[i].getContent() == CONTENT_GRASS - || vmanip.m_data[i].getContent() == CONTENT_MUD - || vmanip.m_data[i].getContent() == CONTENT_SAND - || vmanip.m_data[i].getContent() == CONTENT_GRAVEL + if((vmanip.m_data[i].getContent() == c_stone + || vmanip.m_data[i].getContent() == c_dirt_with_grass + || vmanip.m_data[i].getContent() == c_dirt + || vmanip.m_data[i].getContent() == c_sand + || vmanip.m_data[i].getContent() == c_gravel ) && (air_detected || water_detected)) { if(current_depth == 0 && y <= WATER_LEVEL+2 @@ -2030,23 +2363,23 @@ void make_block(BlockMakeData *data) ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1)) ); if (have_clay) - vmanip.m_data[i] = MapNode(CONTENT_CLAY); + vmanip.m_data[i] = MapNode(c_clay); else - vmanip.m_data[i] = MapNode(CONTENT_SAND); + vmanip.m_data[i] = MapNode(c_sand); } #if 1 else if(current_depth==0 && !water_detected && y >= WATER_LEVEL && air_detected) - vmanip.m_data[i] = MapNode(CONTENT_GRASS); + vmanip.m_data[i] = MapNode(c_dirt_with_grass); #endif else - vmanip.m_data[i] = MapNode(CONTENT_MUD); + vmanip.m_data[i] = MapNode(c_dirt); } else { - if(vmanip.m_data[i].getContent() == CONTENT_MUD - || vmanip.m_data[i].getContent() == CONTENT_GRASS) - vmanip.m_data[i] = MapNode(CONTENT_STONE); + if(vmanip.m_data[i].getContent() == c_dirt + || vmanip.m_data[i].getContent() == c_dirt_with_grass) + vmanip.m_data[i] = MapNode(c_stone); } current_depth++; @@ -2057,7 +2390,7 @@ void make_block(BlockMakeData *data) else if(current_depth != 0) break; - data->vmanip->m_area.add_y(em, i, -1); + vmanip->m_area.add_y(em, i, -1); } } } @@ -2069,7 +2402,7 @@ void make_block(BlockMakeData *data) float surface_humidity = surface_humidity_2d(data->seed, p2d_center); bool is_jungle = surface_humidity > 0.75; // Amount of trees - u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center); + u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center); if(is_jungle) tree_count *= 5; @@ -2082,7 +2415,7 @@ void make_block(BlockMakeData *data) { s16 x = treerandom.range(node_min.X, node_max.X); s16 z = treerandom.range(node_min.Z, node_max.Z); - //s16 y = find_ground_level(data->vmanip, v2s16(x,z)); + //s16 y = find_ground_level(vmanip, v2s16(x,z)); s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4); // Don't make a tree under water level if(y < WATER_LEVEL) @@ -2098,9 +2431,9 @@ void make_block(BlockMakeData *data) bool found = false; for(; p.Y >= y-6; p.Y--) { - u32 i = data->vmanip->m_area.index(p); - MapNode *n = &data->vmanip->m_data[i]; - if(n->getContent() != CONTENT_AIR && n->getContent() != CONTENT_WATERSOURCE && n->getContent() != CONTENT_IGNORE) + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; + if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE) { found = true; break; @@ -2111,33 +2444,42 @@ void make_block(BlockMakeData *data) continue; { - u32 i = data->vmanip->m_area.index(p); - MapNode *n = &data->vmanip->m_data[i]; + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; - if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS && n->getContent() != CONTENT_SAND) + if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand) continue; // Papyrus grows only on mud and in water - if(n->getContent() == CONTENT_MUD && y <= WATER_LEVEL) + if(n->getContent() == c_dirt && y <= WATER_LEVEL) { p.Y++; - make_papyrus(vmanip, p); + make_papyrus(vmanip, p, ndef); } // Trees grow only on mud and grass, on land - else if((n->getContent() == CONTENT_MUD || n->getContent() == CONTENT_GRASS) && y > WATER_LEVEL + 2) + else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2) { p.Y++; //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5) if(is_jungle == false) - make_tree(vmanip, p); + { + bool is_apple_tree; + if(myrand_range(0,4) != 0) + is_apple_tree = false; + else + is_apple_tree = noise2d_perlin( + 0.5+(float)p.X/100, 0.5+(float)p.Z/100, + data->seed+342902, 3, 0.45) > 0.2; + make_tree(vmanip, p, is_apple_tree, ndef); + } else - make_jungletree(vmanip, p); + make_jungletree(vmanip, p, ndef); } // Cactii grow only on sand, on land - else if(n->getContent() == CONTENT_SAND && y > WATER_LEVEL + 2) + else if(n->getContent() == c_sand && y > WATER_LEVEL + 2) { p.Y++; - make_cactus(vmanip, p); + make_cactus(vmanip, p, ndef); } } } @@ -2164,10 +2506,9 @@ void make_block(BlockMakeData *data) bool found = false; for(; p.Y >= y-6; p.Y--) { - u32 i = data->vmanip->m_area.index(p); - MapNode *n = &data->vmanip->m_data[i]; - if(content_features(*n).is_ground_content - || n->getContent() == CONTENT_JUNGLETREE) + u32 i = vmanip->m_area.index(p); + MapNode *n = &vmanip->m_data[i]; + if(data->nodedef->get(*n).is_ground_content) { found = true; break; @@ -2183,10 +2524,10 @@ void make_block(BlockMakeData *data) continue; /*p.Y--; if(vmanip.m_area.contains(p)) - vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_MUD; + vmanip.m_data[vmanip.m_area.index(p)] = c_dirt; p.Y++;*/ if(vmanip.m_area.contains(p)) - vmanip.m_data[vmanip.m_area.index(p)] = CONTENT_JUNGLEGRASS; + vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass; } } @@ -2195,7 +2536,7 @@ void make_block(BlockMakeData *data) Add some kind of random stones */ - u32 random_stone_count = block_area_nodes * + u32 random_stone_count = gen_area_nodes * randomstone_amount_2d(data->seed, p2d_center); // Put in random places on part of division for(u32 i=0; ivmanip->m_area.index(v3s16(p)); - MapNode *n = &data->vmanip->m_data[i]; - if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS) + u32 i = vmanip->m_area.index(v3s16(p)); + MapNode *n = &vmanip->m_data[i]; + if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; }*/ // Will be placed one higher p.Y++; // Add it - make_randomstone(data->vmanip, p); + make_randomstone(vmanip, p); } #endif @@ -2229,7 +2570,7 @@ void make_block(BlockMakeData *data) Add larger stones */ - u32 large_stone_count = block_area_nodes * + u32 large_stone_count = gen_area_nodes * largestone_amount_2d(data->seed, p2d_center); //u32 large_stone_count = 1; // Put in random places on part of division @@ -2247,25 +2588,193 @@ void make_block(BlockMakeData *data) v3s16 p(x,y,z); // Filter placement /*{ - u32 i = data->vmanip->m_area.index(v3s16(p)); - MapNode *n = &data->vmanip->m_data[i]; - if(n->getContent() != CONTENT_MUD && n->getContent() != CONTENT_GRASS) + u32 i = vmanip->m_area.index(v3s16(p)); + MapNode *n = &vmanip->m_data[i]; + if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass) continue; }*/ // Will be placed one lower p.Y--; // Add it - make_largestone(data->vmanip, p); + make_largestone(vmanip, p); } #endif } + /* + Add minerals + */ + + { + PseudoRandom mineralrandom(blockseed); + + /* + Add meseblocks + */ + for(s16 i=0; i 0.0) + new_content = MapNode(c_stone_with_iron); + /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0) + vmanip.m_data[i] = MapNode(c_dirt); + else + vmanip.m_data[i] = MapNode(c_sand);*/ + } + /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1) + { + }*/ + + if(new_content.getContent() != CONTENT_IGNORE) + { + for(u16 i=0; i<27; i++) + { + v3s16 p = v3s16(x,y,z) + g_27dirs[i]; + u32 vi = vmanip.m_area.index(p); + if(vmanip.m_data[vi].getContent() == base_content) + { + if(mineralrandom.next()%sparseness == 0) + vmanip.m_data[vi] = new_content; + } + } + } + } + } + /* + Add coal + */ + //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++) + //for(s16 i=0; i<50; i++) + u16 coal_amount = 30; + u16 coal_rareness = 60 / coal_amount; + if(coal_rareness == 0) + coal_rareness = 1; + if(mineralrandom.next()%coal_rareness == 0) + { + u16 a = mineralrandom.next() % 16; + u16 amount = coal_amount * a*a*a / 1000; + for(s16 i=0; i light_sources; + core::map unlight_from; + + voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef, + light_sources, unlight_from); + + bool inexistent_top_provides_sunlight = !block_is_underground; + voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( + vmanip, a, inexistent_top_provides_sunlight, + light_sources, ndef); + // TODO: Do stuff according to bottom_sunlight_valid + + vmanip.unspreadLight(bank, unlight_from, light_sources, ndef); + + vmanip.spreadLight(bank, light_sources, ndef); + } + } } BlockMakeData::BlockMakeData(): no_op(false), vmanip(NULL), - seed(0) + seed(0), + nodedef(NULL) {} BlockMakeData::~BlockMakeData()